Crossing the Dungeon Rubicon

,

— Thomas Allom, 19th century

A rubicon, as in “crossing the Rubicon,” signifies a point of no return. It’s a staple of many enduring myths and appears as several “thresholds” in the monomyth as described by Joseph Campbell.

The rubicon bears particular significance in relation to the underworld. I’m most familiar with the katabasis of Greek myths, but many cultures have stories about passages to the underworld. I’ve seen examples in Scandinavian folktales, and the ancient Maya believed some cenotes led to Xibalba, the “Place of Fright.”

You may be familiar with the idea of the dungeon as a mythic underworld, described by Jason Cone as follows:

[A megadungeon] is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it.

In OSR games, dungeon exploration involves unique procedures, a
“zoomed-in” time scale, and close scrutiny of environmental details. The dungeon is distinct not only as an environment, but as a play experience. A rubicon can serve as a physical manifestation of this divide, emphasizing the transition from one mode of play to another, lending spectacle to the descent into the dungeon, and evoking wonder and trepidation.

What’s a more exciting way to enter a dungeon: strolling a few paces into a cave or canoeing two miles down an underground river?

A Practical Purpose

A rubicon not only serves a thematic purpose, but a practical one, too. Crossing a rubicon should require time, vulnerability, or resources—ideally all three. It should demand a tangible commitment to peril at the start of each delve.

The risk-reward balance of dungeon exploration begins to break down when characters can enter and exit the dungeon at their leisure. Traditionally, the wilderness serves as a barrier to the dungeon; characters arrive with finite supplies after a perilous journey.1 However, not every campaign emphasizes wilderness travel. One-shots often begin at the dungeon. And some dungeons are nearby—or even within—settlements.

Consider designing a rubicon entrance that imposes a cost to accessing the dungeon and hampers retreat.2

Example: A Literal River

As you may know, the idiom “crossing the Rubicon” refers to a river. A wide underground river would make a great dungeon rubicon. Maybe corpses wash up on shore or get wrapped around boulders midstream. There definitely isn’t a boat down there. Characters probably have to wade across. The river is cold and chest-deep with slippery rocks strewn across its bed. Anyone who slips while wearing armor or a pack is finished. Characters will need to remove their armor before crossing. Getting equipment across (especially torches, spellbooks, and anything else that must stay dry) requires party members on either side of the river.

Example: A Gluttonous Maw

The way into the dungeon is through the mouth of a massive stone head. Characters must present a sacrifice to pass: one hundred pounds of freshly cooked and seasoned meat to enter, three amphoras of wine to leave. Something will eventually steal the wine if characters don’t bring it with them, hide it, or bury it.

Example: A Sea Cave

A long narrow passage, flooded except for a few hours during low tide. Characters must crawl through on their hands and knees and even on their bellies in places. This takes at least twenty minutes—an hour with a full pack. Better read that tide chart carefully!

Example: A Sinkhole

Deep enough that the rappel must be done in two stages: first to a ledge, then to the bottom. It takes half an hour to descend but two hours to ascend. It’s only safe to do so at night when the stirges that roost here are out hunting.

Advice

  • A rubicon may introduce the theme of the dungeon or level.
  • Crossing a rubicon should leave the characters vulnerable and exposed in a way that makes the players a bit uneasy.
  • A rubicon may restrict ingress and egress to certain times.
  • The more a rubicon hinders retreat, the more available other exits should be.
  • The rubicon itself should not be dangerous—at least, not unavoidably so—but should demand a tangible commitment to peril, such as spending a minimum amount of time in the dungeon.
  • A rubicon may offer one-way access to a dungeon or level, and this may even be desireable—provided players know this.
  • A rubicon may limit what characters can bring with them.
  • A rubicon may provide clues to how the underworld breaks the rules of the overworld.
  • A rubicon doesn’t have to be the first room of the dungeon.

That’s it! Not every dungeon needs a rubicon, but I think most would benefit from one. My first-ever blog post, “100 Dungeon Entrances” includes entries that might make good rubicons, so consider checking that out.

  1. Of course, characters can travel with a retinue of mercenaries and camp attendants if they can afford their wages. However, in old-school D&D this involves a new set of risk-reward considerations. The evasion rules amplify the risk of travel for a large party. While a party of four characters evade a group of four or more creatures 90% of the time, a party of 25 has only a 35% chance to evade a group of 31 or more creatures. (D&D Expert Rules, page 23). When the wilderness encounter table includes groups of 10–60 goblins or orcs, travel as a large party bears serious risk. ↩︎
  2. Castle Kelpsprot, an original megadungeon I’m running, features rubicons between levels but not at the entrance. There are good reasons for this: it’s an open table game, so characters need to get into the castle, explore, and get out again in less than two hours of real time. However, the fact that they’re rarely more than a hundred yard dash away from safety diminishes the tension and magic of exploration. ↩︎

Comments

5 responses to “Crossing the Dungeon Rubicon”

  1. Maya Avatar
    Maya

    This is also a really interesting “counter” to “5 minute adventuring day” style conundrums. I would posit that in some cases large numbers of empty rooms in a dungeon also form a sort of rubicon, as you have to travel large expanses of dungeon in order to get to where you *want* to be in the dungeon. Having one-way entrances or entrances with equipment restrictions I think is an incredibly fruitful realm of possibility. In Tarkov (which I briefly tried to play) there are lots of “extractions” with specific triggers or restrictions like that. One is a manhole you can’t bring a backpack through, some require specific keys (which can then be lost by dying), and some only let limited numbers of people through. Gloomwood has an incredible moment (at least in the demo) where you attempt to call an elevator to leave the sewers and the sound is so loud it summons all the monsters you just snuck past. You’re left frantically chewing through all your precious ammo as you try to hold out just a few more seconds until the elevator gets there. Even WOTC’s Dungeon of the Mad Mage charges you five gold pieces and requires a slow descent/ascent on a rickety elevator. All that to say you’ve given me a lot to chew on.

    Something I ran into while running OSE was that because at first level HP was so low, and MU’s get one spell, my PCs immediately wanted to flee after every fight (which wasn’t even an incorrect choice!) I think adding some sort of “rubicon” could have turned it into *even more* of a meat grinder than it turned out to be, or at least would have made them feel even more hopeless. Maybe that is just running up against some of the limitations of OSE, but I can’t quite shake my obsession with tinkering with it.
    (Though some of their failures I attribute to my player’s reluctance to recruit hirelings; turns out most of them just don’t like the idea of managing multiple characters. When your HP is so low, pure manpower seems like more of a measure of fighting strength than any individuals HP).

    1. Dododecahedron Avatar

      Good observation! And I’m sure there’s a lot we could learn from level design in video games.

      I ran into a similar issue in OSE with Curse of the Maggot God. The dungeon is in the sewers, so my party could just make a brief excursion, pick off a few monsters, and then retreat. That experience partially inspired this post

  2. Tom H. Avatar
    Tom H.

    Choosing to talk to the dwellers-beyond-Wineheart, or opening the library door, both felt plenty tense from the other side of the screen!

  3. […] Crossing the Dungeon Rubicon […]

  4. […] Crossing the Dungeon Rubicon at The Dododecahedron. On the value of a barrier to dungeon entry, a cost in time or resources or anything of worth, really. I’m particularly fond of the idea of a cost to leave the dungeon, though I’ll admit that the concept clashes somewhat with my own desire to provide multiple ingress/egress points (but I’m not running megadungeons). […]

Leave a Reply to MayaCancel reply

Discover more from The Dododecahedron

Subscribe now to keep reading and get access to the full archive.

Continue reading